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PENERAPAN MEDIA PEMBELAJARAN BERBASIS GAMIFIKASI MENGGUNAKAN INTERAKTIF FLAT PANEL UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA SISWA KELAS IV SDN DARAMISTA II Winda Nuraisyah; Abu Bakar; Moh. Bakir; Malikatun Nabila; Siti Khotijah; Gusti Imani Ning Dias; Sholihatun Nafilah; Hilyatin Nafi’ah; Firdaus Firdaus
JURNAL AKADEMIK PENGABDIAN MASYARAKAT Vol. 4 No. 3 (2026): Mei
Publisher : CV. KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/japm.v4i3.9493

Abstract

Mathematics is an essential subject that plays an important role in developing students’ logical, systematic, critical, and creative thinking skills. However, in mathematics learning at the fourth grade of SDN Daramista II, several problems were found, such as low student interest in learning, limited participation in classroom activities, and the use of conventional teaching methods and media. These conditions have an impact on students’ low learning outcomes, particularly in the topic of rounding numbers. This study aims to analyze the implementation of gamification-based learning media using an Interactive Flat Panel to improve students’ mathematics learning outcomes. This research employed a qualitative approach with data collection techniques including observation, interviews, and documentation. The research subjects were the fourth-grade teacher and fourth-grade students at SDN Daramista II. The results showed that the implementation of gamification-based learning media through the Interactive Flat Panel increased student engagement, motivation, and participation during the learning process. Interactive features such as touch screens, digital quizzes, and educational games made learning more interesting and student-centered. In addition, the use of this media helped students understand the concept of rounding numbers more easily through repeated practice presented in a game-based format. Therefore, gamification-based learning media using an Interactive Flat Panel can serve as an innovative alternative to improve the quality of mathematics learning and students’ learning outcomes in elementary schools.
Implementation of Kahoot Digital Media in Increasing Student Engagement in IPAS Learning in Elementary Schools Novita Sari; Syaiful Hasan Wahyudi; Umma Fatimah Sabilah Faradis; Gusti Imani Ning Dias; Framz Hardiansyah
Journal of Practice Learning and Educational Development Vol. 6 No. 2 (2026): Journal of Practice Learning and Educational Development (JPLED) in Press
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i2.901

Abstract

The purpose of this study is to determine the effectiveness of using the digital learning media Kahoot in assisting students at SDN Karang Anyar in learning Science and Social Studies (IPAS). This research is a qualitative descriptive case study involving fifth-grade students as subjects. Data were collected through observations, interviews with teachers and one staff member, ten students, as well as anecdotal notes during the learning process. The results of the study show that Kahoot has the ability to create an interactive and enjoyable learning environment, thereby significantly encouraging students to be more active and think critically in understanding IPAS material. Student responses vary according to each student's level of understanding; some students still experience difficulty following the material, while others have already understood it well. In addition, this study also found several technical obstacles such as limitations Technological devices and the lack of technological knowledge among students. However, teachers and parents respond that Kahoot has been proven useful as an interactive learning medium in elementary schools. For optimal implementation, adequate infrastructure support, teacher training, and parental supervision are required to ensure safe and successful digital learning.